#The problem with SPA's and how to fix.

1 messages · Page 1 of 1 (latest)

jovial mesa
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  • Round trajectory and projectile speed is unrealistic and looks pathetic that the final product got released through testing. The more you direct fire with the SPA's the faster you will realize how bad it looks. They are trying to change game physics to a scale that is simply not possible due to map size, that's why it looks so stupid.

My suggestion to fix this would be to have SPA's specialize in indirect fire only and fix tank models to actual SPA's. That way round trajectory can be made more realistic in relation to range and distance in one dimension hopefully making it easier and look more realistic. SPA's need full gun range of the map with no driving distance restrictions.

  • Having SPA's as an open back tank will not cause another arty/recon loop. Fix the tank models, THEY ARE NOT SPA"s.

Destroying tanks is not limited to one roll in the game. Tanks, Sappers, AT and recon can use team work to take out SPA's. Also with the several buffs to AT and an active SPA cooldown should make this even to a team that must defend one.

  • Static Artillery guns should be removed with these SPA buff's to balance the game.

This is just self explanatory.

If they cant do this just remove the mess and add mortars.

jovial mesa
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Additional:

  • Also want to add that distance restriction should be removed or only extended with captured territory for balancing issues.

  • The distance is spawn dependent meaning the default spa is sometimes at a bad location and you cant drive as far.

jovial mesa
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**Additional: **

  • if we could add a hit reg noise on kills like artillery. It currently doesn't have one. So sometimes you dont know if you are hitting anything.
jovial mesa
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Additional:

  • Also allow the tank to fire when moving.. Cant even defend against light/recon tanks when you cant even fire on the move.
tame garnet
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Literally ALL YOU HAVE TO DO in an open top SPA is KEEP MOVING. It’s mobile for a reason.

Anyone who says it’d be unplayable and hard to develop are utter morons. Ignore the morons and make it HISTORICAL like you originally pledged to the community.

jovial mesa
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**Additional: **

  • Another problem that I have found using the spa's is not being being able to see your markers when your pov is looking straight up when adjusting at closer distances, its really fustrating when you want to move your mark, you have to waste your time looking down again.

Easy fix, just add your own markers only to your compass at the bottom of the screen, or have them at the bottom of your screen when pressing "T"

Otherwise just like stationion arty, keep the gunners pov fixed with only being able to change the elevation of the gun.

velvet gate
jovial mesa
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Bug:

  • Another testing update: Another bug: You will just randomly die, it has happened several times now. No cause. SPA is just left there, simply just have to run back. Keep an op nearby.
jovial mesa
rancid maple
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Artillery just doesn’t work in HLL, the maps are too small. Mortar crews are the solution

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Also neglecting to mention that a lot of the new tanks aren’t actually SPA (the Panzer III for example)

tame garnet
rancid maple
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Yeah they’re assault guns

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In the dev brief, they said they know they’re assault guns but they made them function like SPA… why even add them

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I’m happy there’s more vehicles don’t get me wrong, but they’re being used in the wrong way

jovial mesa
past river
jovial mesa
past river
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This stuff was aleady said like 10 times before this...

tame garnet
jovial mesa
jovial mesa
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**Additional: **

  • American SHERMAN M4A3 105 SPA will need some driving physic changes, very buggy to drive.
tame garnet
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“SPA”

jovial mesa
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Additional:

  • SPA spawn locations are sometimes shared with armour, this is map specific. Whilst there is a separate default spawn available at the start of the game, either request may be blocked if a tank is already there later on during the game, this might effect timings.
austere parcel
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There wasn't any big SPA announcement, there isn't any info in the manual and so many people don't play it as much and the feedback is weak. I've tried it couple of times and I believe If played properly SPA is overpowered because it can wipe out Outposts from a distance. On many maps you rely on very few OP placements near the strongpoint and those suddenly don't exist. There are many issues with SPA and it was a rushed addition to the game before Christmas.

Here are some of my suggestions for improvement:

  • SPA spawn placement can favour one team based on the middle point and also due to the nonsensical operational area radius from the spawn point
    • to make it fair, it should always spawn opposite of the current mid point
  • Operational area should be set to the middle of the map or so that it does not reach enemy's HQ no matter its spawn point
  • It would make more sense from the gameplay perspective to either limit HQ arty to only reach 3rd sector and when the team wants to use arty further they need to deploy SPA or removing HQ arty entirely so the arty always has to move forward whenever the team advances ( and so could nodes as suggested in #1450084135862538261 message)
  • It seems that the 3rd member is redundant. The frontline does not move that fast during a balanced game and only gunner needs to stay inside a parked SPA. SL has flare to spot enemy and so is far ahead. If the 3rd player is there to defend it apply the same logic for tank crews and make them 4-5 members as a support players and give SL watch to build spawns as well... Please don't.

Some bugs that I have not seen mentioned above:

  • When SPA is dismantled, HLLFuel Fuel cost is returned but SPA costs HLLAmmo Ammo
  • Arty Engineer has the same loadout as regular engineer, I would expect it to be the same as Technician loadout from Armor squads to build ammo depot and repair station
jovial mesa
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As a seasoned comp vet that has played for almost 3 years now.

  • Ignoring mess that the arty role is at the moment with stationary guns aswell which should honestly be removed, I think the SPA's being able to destroy op's needs to stay in the game due to the dynamic that it opens up. Mainly for the stagnant comp scene but also for pubs. If its doesn't destroy op's like other tanks there is legit no reason to actually use the thing with other options available due to it extremely poor efficiency and cost.
    You might not care or know for the comp scene but my perspective is heavily for comp scene please understand. An inf dominated meta w/ most maps being first cap favored and the irony of the scene dying from its own rules it has set is why I think it needs more time to see its impact on comp which is yet to happen due to holiday break.

Its an avenue that teams can potentially invest in because there aren't many options now due to the stupid rules. Mind you this isn't an issue in pubs.

I think we need more time to see how it impact comp before anything happens.

In comes a new dynamic that could change the tide and make the game more interesting. Op placements being in jeopardy is simply a skill issue. It might be the only way to crack open a point that is extremely linear and terribly balanced.
This is my main stance on why.

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  • Operational area needs to be adjusted, I understand maybe not being able to attack the 5th point or spawn but the not the 4th is silly. Once again you need incentive to invest in something, it is expensive in munitions make it worth it.